-If you're playing a wretch, it's sometimes better to just distract the other team, rather than endangering yourself to kill them or the e-hole. If you notice more than 1 cog after you, try to keep them busy so your boys can break through the barriers.

-If you're playing an engineer, you're most valuable when you have a fresh turret up, or when your turret is almost ready, so be defensive during those times. Other times, Iam personally much more aggressive with the gnasher, because you are less valuable to stay alive at those times.

-The medic is extremely effective at killing maulers and corpsers. Use the sawed-off and rush them from behind immediately when they are recovering from an attack.

-I like to send a serapede at the end of the first area sometimes so that it's still alive at the beginning of the second. They're good for breaking down barriers at the beginning of areas, they do a lot of damage fast, and aren't frail like tickers.

I noticed that if the ENTIRE team saves their higher point locusts and use them at the end it ends the last round really quickly. I asked everyone on my team to try this just for kicks and it worked for like 10 games straight. Of course this requires you beat the first 2 rounds with ONLY normal locusts to get to the third and great team communication.

imagine that once your ticker dies (by whatever means) he drops the live grenade, which then causes extra damage. so, if you manage to explode your ticker, the grenade then also explodes for extra damage. if your ticker gets killed prior to being able to explode, he drops the live grenade, which still does explosive damage. at least that is my experience.

Wretches are especially frustrating bastards in the beginning stages. If you know the special routes they can be almost too effective. They kill COG in two hits and are hard to shoot when you just bounce around. Their scream is also very useful.

I personally play all of the COG and here are the things to remember:

Medic: You can throw your stim and just waltz up to people and shotgun them (I personally sit back with the lancer, but have seen plenty of people use this tactic). The sawed off does a lot of damage especially to the big boys (corpser and mauler).

Engineer: Repair, repair, repair - turret - repeat.

Scout: Always have the soldier throw you ammo in the beginning of the round and get up on your little perch. Not many people are wretches so you can usually hang up there for a while and just continually alter sides to where you throw your spot grenade.

Soldier: Always throw your ammo in the beginning of a round and just check everyone periodically. The booshka is legit, especially for the pesky people who hide behind cover.

While playing as the horde try to have a balance of grenadiers/kantus to tickers. The bigger guys distract while the little tickers can get in to do damage. Also use all the hidden pathways for tickers and wretches. People often forget to check them and they are easy ways to get damage!

For a quick take down with a full team - have two tickers, two grenadiers and a kantus. Tickers should self explode the barriers when they're spotted. Have the grenadiers use their grenades effectively ie. spot and throw - kantus just to revive. Can also replace the kantus with a wretch when the barriers are down. The round will go quicker than normal if done well.

As for the COG side, try to have two engineers, one medic and a spotter. Medics can be OP with their stim gas, spotters to give the engineers the advantage by placing their turrets down. It'll help slow down the attack a little more.